OLD NEW So as you could probably guess, some stuff came up and this project got left in the dust. I've wanted to return to it for a while. So I looked over my old project and realized that it's not at the skill level I'm at now, so I decided to redesign it and shorten the scope so I can really go in hard on detailing and…
UPDATE 15-02-2011: Hi guys! Sorry for digging up the old portfolio thread, figured I might as well use the old one. I've done a big update of my portfolio, with some of the art I've been doing the last year and a half, as well as a new look for the site itself. Any crits would be highly appreciated :) www.pomperi.com…
LODs and normal maps get tricky for a number of reasons. There isn't ever going to be any great solution whether you're using hard edges or not, simply because normal maps depend on the lowpoly mesh normals of the highest LOD, so when you remove geometry you're editing those normals and you'll always get smoothing errors.…
Long time no post! I haven't really..had the need to post in polycount's tech area for awhile as i've been doing well at problem solving on my own but...not THIS TIME >_< . So i've been going at Xgen for a good bit and i just cant seem to get a good grasp on it. The way these guides are reacting to one another is odd...…
I am pretty new to modeling, and am trying to make a simple hammer for Omniknight in the game Dota 2. I think I am happy with the base model, so now I need to start on the textureing. First question. Valve requires 2 LoD's for Dota2 items, so I have done that. A version that uses 500 Poly's, and a version that has 398…
Hey everyone! I'm working on a FNAF-inspired horror game, and I'm looking for a 3D modeler to create a terrifying animatronic character based on Bip Bip (inspired by the Road Runner character). Bip Bip NightMare What I Need: * A detailed 3D model, aged and terrifying, suited for a horror game. * A realistic and creepy…
Hey @Prime8! Wicked improvement already, feeling much more solid. Her head is still feeling very round at the moment. The widest part of the skull isn't that much wider than the cheekbones themselves, perhaps get some skull reference and check that. To keep that round shape similar in the concept, I would keep that into…
The nose is a hell of a lot better, if you go back to the beak you had, that would be a huge mistake. I don't think anyone is pushing realism, my paint overs probably come out more realistic because I have trouble hitting the painterly style. But everyone is pushing you to change the bits that take left turns from human…
As Neo_God said - the key is observation and practice, and lots of both. I don't see how sculpting "smaller shapes" can be any different to sculpting "big shapes"... zoom in? They're just shapes, the size is irrelevant. I don't think there's such a thing as "detail sculpting", it's a matter of scope and focus. There's just…